/// <summary> /// Constructor. /// </summary> internal BOBNetInfoPanel() { try { // Add pack button. UIButton packButton = AddIconButton(this, PackButtonX, ToggleY, ToggleSize, "BOB_PNL_PKB", TextureUtils.LoadSpriteAtlas("BOB-PropPack")); packButton.eventClicked += (component, clickEvent) => PackPanelManager.Create(); // Populate loaded list. LoadedList(); } catch (Exception e) { // Log and report any exception. Logging.LogException(e, "exception creating network panel"); } }
/// <summary> /// Generates and displays a list row. /// </summary> /// <param name="data">Object to list</param> /// <param name="isRowOdd">If the row is an odd-numbered row (for background banding)</param> public virtual void Display(object data, bool isRowOdd) { // Perform initial setup for new rows. if (nameLabel == null) { isVisible = true; canFocus = true; isInteractive = true; width = parent.width; height = RowHeight; // Add object name label. nameLabel = AddUIComponent <UILabel>(); nameLabel.width = this.width - 10f; nameLabel.textScale = TextScale; // Add index text label. indexLabel = AddUIComponent <UILabel>(); indexLabel.width = IndexWidth; indexLabel.textScale = TextScale; indexLabel.relativePosition = new Vector2(IndexLabelX, PaddingY); } // Add line sprite if we need to (initially hidden). if (lineSprite == null) { lineSprite = AddUIComponent <UISprite>(); lineSprite.size = new Vector2(17f, 17f); lineSprite.relativePosition = new Vector2(3f, 3f); lineSprite.Hide(); } // Set initial label position. labelX = LeftMargin; // See if our attached data is a PropListItem replacement record). if (data is TargetListItem targetListItem) { // Hide any existing line sprites; it will be re-shown as necessary. if (lineSprite != null) { lineSprite.Hide(); // Adjust name label position to accomodate. labelX += PackageMargin; } // Text to display - StringBuilder due to the amount of manipulation we're doing. StringBuilder displayText = new StringBuilder(); // Set local references. thisItem = targetListItem; index = thisItem.index; // See if this is a network prop. NetTargetListItem thisNetItem = data as NetTargetListItem; // Clear label text. indexLabel.text = ""; // Display index number if this is an individual reference. if (thisItem.index >= 0) { // Display lane marker if this is a network prop. if (thisNetItem != null) { indexLabel.text += thisNetItem.lane.ToString() + " "; // Adjust name label position to accomodate lane number. labelX += IndexWidth; } indexLabel.text += thisItem.index.ToString(); // Adjust name label position to accomodate index number. labelX += IndexWidth; } bool hasReplacement = false; // Check to see if there's a currently active individual replacement. if (thisItem.individualPrefab != null) { // A replacement is currently active - include it in the text. displayText.Append(PrefabLists.GetDisplayName(thisItem.individualPrefab)); // Append probability to the label, if we're showing it. if (thisItem.showProbs) { displayText.Append(" "); displayText.Append(thisItem.individualProb); displayText.Append("%"); } // Set flag. hasReplacement = true; // Show building replacement sprite. lineSprite.atlas = TextureUtils.LoadSpriteAtlas(thisNetItem == null ? "BOB-BuildingSmall" : "BOB-RoadSmall"); lineSprite.spriteName = "normal"; lineSprite.tooltip = Translations.Translate(thisNetItem == null ? "BOB_SPR_SBL" : "BOB_SPR_SNT"); lineSprite.Show(); } // If no current individual replacement, check to see if there's a currently active building/network replacement. else if (thisItem.replacementPrefab != null) { // A replacement is currently active - include it in the text. displayText.Append(PrefabLists.GetDisplayName(thisItem.replacementPrefab)); // Append probability to the label, if we're showing it. if (thisItem.showProbs) { displayText.Append(" "); displayText.Append(thisItem.replacementProb); displayText.Append("%"); } // Set flag. hasReplacement = true; // Show building replacement sprite. lineSprite.atlas = TextureUtils.LoadSpriteAtlas(thisNetItem == null ? "BOB-BuildingSmall" : "BOB-RoadSmall"); lineSprite.spriteName = "normal"; lineSprite.tooltip = Translations.Translate(thisNetItem == null ? "BOB_SPR_SBL" : "BOB_SPR_SNT"); lineSprite.Show(); } // If no current building/network replacement, check to see if any all- replacement is currently active. else if (thisItem.allPrefab != null) { // An all- replacement is currently active; append name to the label. displayText.Append(PrefabLists.GetDisplayName(thisItem.allPrefab)); // Append probability if this is not a network item and we're showing probs. if (thisNetItem == null && thisItem.showProbs) { displayText.Append(" "); displayText.Append(thisItem.allProb); displayText.Append("%"); } // Set flag. hasReplacement = true; // Show all- replacement sprite. lineSprite.atlas = TextureUtils.LoadSpriteAtlas(thisNetItem == null ? "BOB-BuildingsSmall" : "BOB-RoadsSmall"); lineSprite.spriteName = "normal"; lineSprite.tooltip = Translations.Translate(thisNetItem == null ? "BOB_SPR_ABL" : "BOB_SPR_ANT"); lineSprite.Show(); } // If no other replacements, chek to see if any pack replacement is currently active else if (thisItem.packagePrefab != null) { // Yes; append name to the label. displayText.Append(PrefabLists.GetDisplayName(thisItem.packagePrefab)); // Set flag. hasReplacement = true; // Show package replacement sprite. lineSprite.atlas = TextureUtils.LoadSpriteAtlas("BOB-PropPackSmall"); lineSprite.spriteName = "normal"; lineSprite.tooltip = Translations.Translate("BOB_SPR_PCK"); lineSprite.Show(); } // Do we have a replacement? if (hasReplacement) { // Yes; append "was" to the display name. displayText.Append("; "); displayText.Append(Translations.Translate("BOB_ROW_WAS")); displayText.Append(" "); } // Original prefab display name. displayText.Append(PrefabLists.GetDisplayName(thisItem.originalPrefab)); // Show original probability in brackets immediately afterwards. if (thisItem.showProbs) { displayText.Append(" ("); displayText.Append(thisItem.originalProb); displayText.Append("%)"); } // Set display text. nameLabel.text = displayText.ToString(); } // Set label position nameLabel.relativePosition = new Vector2(labelX, PaddingY); // Set initial background as deselected state. Deselect(isRowOdd); }
/// <summary> /// Prop check event handler. /// </summary> /// <param name="control">Calling component (unused)</param> /// <param name="isChecked">New checked state</param> protected override void PropCheckChanged(UIComponent control, bool isChecked) { base.PropCheckChanged(control, isChecked); // Toggle replace button atlas. replaceButton.atlas = isChecked ? TextureUtils.LoadSpriteAtlas("bob_props3_large") : TextureUtils.LoadSpriteAtlas("bob_trees"); }
/// <summary> /// Generates and displays a list row. /// </summary> /// <param name="data">Object to list</param> /// <param name="isRowOdd">If the row is an odd-numbered row (for background banding)</param> public override void Display(object data, bool isRowOdd) { thisVariant = data as BOBVariation; // Perform initial setup for new rows. if (nameLabel == null) { isVisible = true; canFocus = true; isInteractive = true; width = parent.width; height = RowHeight; // Add object name label. nameLabel = AddUIComponent <UILabel>(); nameLabel.width = this.width - 10f; nameLabel.textScale = TextScale; // Add index text label. indexLabel = AddUIComponent <UILabel>(); indexLabel.width = IndexWidth; indexLabel.textScale = TextScale; indexLabel.relativePosition = new Vector2(IndexLabelX, PaddingY); } // Set label position, text and color. nameLabel.relativePosition = new Vector2(labelX, PaddingY); nameLabel.text = thisVariant?.DisplayName ?? "null"; nameLabel.textColor = thisVariant.prefab == null ? Color.gray : Color.white; // Set initial background as deselected state. Deselect(isRowOdd); // Probability locked sprite. if (lockSprite == null) { lockSprite = AddUIComponent <UISprite>(); lockSprite.size = new Vector2(17f, 17f); lockSprite.relativePosition = new Vector2(width - 20f, 3f); lockSprite.atlas = TextureUtils.LoadSpriteAtlas("BOB-Padlock"); SetLockSprite(); lockSprite.eventClicked += (control, clickEvent) => { if (thisVariant != null) { thisVariant.probLocked = !thisVariant.probLocked; SetLockSprite(); } }; } // Probability label. if (probLabel == null) { probLabel = AddUIComponent <UILabel>(); } probLabel.text = (thisVariant?.probability.ToString() ?? "0") + "%"; probLabel.relativePosition = new Vector2(width - 20f - 5f - probLabel.width, 3f); }